/*
 * The MIT License (MIT)
 *
 * Copyright (c) 2013 AlgorithmX2
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 * the Software, and to permit persons to whom the Software is furnished to do so,
 * subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

package appeng.api.movable;

import net.minecraft.block.Block;
import net.minecraft.tileentity.TileEntity;

/**
 * Used to determine if a tile is marked as movable, a block will be considered
 * movable, if...
 *
 * 1. The Tile or its super classes have been white listed with
 * whiteListTileEntity.
 *
 * 2. The Tile implements IMovableTile
 *
 * 3. A IMovableHandler is register that returns canHandle = true for the
 * {@link TileEntity} subclass
 *
 *
 * The movement process is as follows,
 *
 * 1. IMovableTile.prepareToMove() or TileEntity.invalidate() depending on your
 * opt-in method. 2. The tile will be removed from the world. 3. Its world,
 * coordinates will be changed. *** this can be overridden with a
 * IMovableHandler *** 4. It will then be re-added to the world, or a new world.
 * 5. TileEntity.validate() 6. IMovableTile.doneMoving ( if you implemented
 * IMovableTile )
 *
 * Please note, this is a 100% white list only feature, I will never opt in any
 * non-vanilla, non-AE blocks. If you do not want to support your tiles being
 * moved, you don't have to do anything.
 *
 * I appreciate anyone that takes the effort to get their tiles to work with
 * this system to create a better use experience.
 *
 * If you need a build of deobf build of AE for testing, do not hesitate to ask.
 */
public interface IMovableRegistry {

    /**
     * Black list a block from movement, please only use this to prevent exploits.
     *
     * @param blk block
     */
    void blacklistBlock(Block blk);

    /**
     * White list your tile entity with the registry.
     *
     * If you tile is handled with IMovableHandler or IMovableTile you do not need
     * to white list it.
     */
    void whiteListTileEntity(Class<? extends TileEntity> c);

    /**
     * @param te to be moved tile entity
     *
     * @return true if the tile has accepted your request to move it
     */
    boolean askToMove(TileEntity te);

    /**
     * tells the tile you are done moving it.
     *
     * @param te moved tile entity
     */
    void doneMoving(TileEntity te);

    /**
     * add a new handler movable handler.
     *
     * @param handler moving handler
     */
    void addHandler(IMovableHandler handler);

    /**
     * handlers are used to perform movement, this allows you to override AE's
     * internal version.
     *
     * only valid after askToMove(...) = true
     *
     * @param te tile entity
     *
     * @return moving handler of tile entity
     */
    IMovableHandler getHandler(TileEntity te);

    /**
     * @return a copy of the default handler
     */
    IMovableHandler getDefaultHandler();

    /**
     * @param blk block
     *
     * @return true if this block is blacklisted
     */
    boolean isBlacklisted(Block blk);
}